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January 12th, 2004, 07:02 PM
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Major
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Re: patch 2.06 out
Is there a way to enforce scales in a mod similar to a theme? Like make it mandatory to have +3 scale magic to with the modded nation?
Is the ability to edit or create new magic sites planned to be included?
[ January 13, 2004, 15:30: Message edited by: Teraswaerto ]
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January 12th, 2004, 07:07 PM
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Major
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Re: patch 2.06 out
Quote:
Originally posted by johan osterman:
quote: Originally posted by Teraswaerto:
quote: Originally posted by johan osterman:
It isn't listed among the changes but there is also a new lvl 3 priests spell: smite demon.
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I dont't see it in the priest spell list. I saw it there just an hour ago, if by priest spell list you mean the spells selectable as a battle spell order. It is after the others in the list. Apparently it's only available in games created with 2.06.
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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January 12th, 2004, 07:13 PM
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Second Lieutenant
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Re: patch 2.06 out
Kristoffer,
Thanks for the prompt response.
If I patch, will a game begun in 2.02 keep the scales of 2.02, which is what I think most folks would like, or will it "update" the scales automatically with no way to reverse the update, which is what I understand your comments to indicate is what will happen?
Thanks.
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January 12th, 2004, 07:22 PM
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Major General
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Re: patch 2.06 out
Concerning Smite Demon,
It says "Magic Resistance Negates". Is there any penetration bonus? With the normal penetration of 11, smiting a mere imp (MR=13) would only work 37% of the time, and a devil (MR=17) would be 14%... and this from expensive level 3 priests! I would think a penetration of 15 would be minimal, and 16 or 17 about right, considering that demons tend to have very high magic resistance...
[ January 12, 2004, 17:23: Message edited by: Saber Cherry ]
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January 12th, 2004, 07:34 PM
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Sergeant
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Re: patch 2.06 out
Turning Ulm into a stealthy, undead nations...
Somebody must have a sick sense of humour  ...
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January 12th, 2004, 07:37 PM
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Second Lieutenant
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Re: patch 2.06 out
>Just make several APOGER MODs. A general one for scales and one for each nation to mod. The secrecy is lost, but you can at least choose which nations to mod.
C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?
Until we have the ability to add/edit/remove any theme, the mod tools are nothing more than a kludge (IMHO).
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January 12th, 2004, 07:51 PM
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Major General
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Re: patch 2.06 out
A couple bugs...
Marignon:
1) Missionaries can go over seas without taking units, but are not stealthy! I think they're supposed to be stealthy, because otherwise they are worse than priests (cost 60).
2) Marignon's ocean theme starts with a Friar commander, which is unavailable - should be a captain.
3) "Chartmaker" spelled "Cartmaker" in description.
4) Not a bug, but... they no longer have a cheap commander unit! Cheapest commander has cost 75, more expensive even than Abysia, Rlyeh, and Jotunheim. (P.S. I suggest a "Retired Sea Dog" - his sailing days are over but his pension is too small, so he comes out of retirement to use his commanding presence, though he stays on land only. Starts with 2 random afflictions, usually "lost an eye" and "limp").
Ulm:
1) Commander is shown with a sword & shield, but equipped with a pike and shield (3 hands).
2) Master Alchemist cannot do alchemy without magic picks. Seems a bit odd... =) (P.S. At 50 points, I'd expect him to start with 1 magic level, like the 55 point human mages. Fire or earth would be thematic for an alchemist.)
-Cherry
[ January 12, 2004, 18:01: Message edited by: Saber Cherry ]
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